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==House Rules== The following general house rules are in effect. ===Acceptance=== Every PC has an acceptance rating, which acts as a modifier to all social rolls within Ravenloft (except for Intimidate). This rating is comprised of a number of factors based upon the PC's nature and appearance. Figure out your PC's acceptance rating by totaling together the following applicable modifiers. '''Mod Situation''' -2 Non-Human Race -6 Race not appearing on the racial list (due to Reincarnation or something) -4 Known arcane caster -4 Known psionic -2 Known divine caster with strange faith -2 Signs of moderate taint -4 Signs of severe taint +2 Per well-known good deed (GM's discretion) -4 Per will-known evil deed (GM's discretion) '''Note:''' Players have the opportunity early in the campaign to rack up some well-known good deeds to offset some of these penalties; but also note that public opinion still has its biases (as can be seen from these modifiers). ===Luck Points=== Each player will get a number of Luck Points. This number is determined by the following factors: Every player gets at least 1 point. If a journal entry was made for last session, you get an extra Luck Point. You get another Luck Point for each Weakness you have. Finally, the player who was chosen as MVP from last session is granted an additional Luck Point. Luck points are refreshed periodically, as specified by the GM. This may or may not correspond with the beginning of a session. Luck points can be spent to reroll any roll made directly affecting your character. So, for example, you may spend a Luck Point to reroll a save your character just made, or may be spent to make a character attacking you reroll her attack roll. ===Taint=== Instead of alignment, characters possess a Taint score. Taint functions the way it does in Unearthed Arcana (page 189) and [http://www.d20srd.org/srd/variant/campaigns/taint.htm here], with the following exceptions: * Taint does not apply as a penalty to Constitution and Wisdom. * Determining one's level of Taint is based off of Wisdom rather than Constitution. * Taint can be gained both from tainted places/objects and from bad deeds. There is no save against taint from deeds you willing enact. * Characters that are not tainted, or who have only Mild taint are treated as Good for the purposes of spells and effects. Characters that are Moderately tainted are treated as Neutral for the purposes of spells and effects. Characters that are Severely tainted are treated as Evil for the purposes of spells and effects. * When a character's Taint score equals or surpasses her Wisdom score she does not die. Instead she has become so evil and bestial she is no longer a player character. This cannot be escaped by "embracing taint." * Spells--with the exception of Atonement, Miracle and Wish--cannot remove Taint. Taint must be removed through good deeds and sacred springs. * Taint-absorbing objects do not exist. * The Dark Powers try to tempt the tainted into falling further (see below). ====Tainted Boons==== The Dark Powers try to tempt those who have given in to taint, to fall even further, becomming even more tainted. Any character who has mild, moderate or severe taint automatically becomes aware when they acquire taint that they are being offered power that's there for them to seize--tempting and just within arm's reach. Mechanically, any character who gains the reqresite level of taint can use any of the below as spell-like abilities at will. These are the boons the Dark Powers offer. The catch, however, is that using any of these tainted boons is considered a tainted action. Any time a character makes use of any of these abilities, her taint score automatically increases by one. * '''Mild Taint:''' Cause Fear, Chill Touch, Doom. * '''Moderate Taint:''' Death Knell, False Life, Scare * '''Severe Taint:''' Animate Dead, Bestow Curse, Vampiric Touch ===Dream Influences=== Domain Lords and the Dark Powers can reach out and touch people in their dreams, warping their dream experiences and exerting influence over them in this way. The effect becomes increasingly more common and potent the more one sleeps. Mechanically what this means is that every time the party sleeps the GM is going to make a percentile roll to see if one's dreams and interfered with. The chance that they will be diminishes as the number of hours since the party last slept increases. Should one's dreams be interfered with, there are a variety of strange and troubling things which may happen as a result. The GM will roll on or pick from a table. These things may cause complications or interrupt sleep. ===Modified Magic=== The following magical effects have been modified to fit the Ravenloft campaign setting, either because of the way the demiplane works, or for flavor purposes. ====Banishing==== Any spell that would normally return a creature to its home plane or force it from its current plane instead simply forces it to another part of Ravenloft. ====Detecting Alignment==== All spells that would detect alignment automatically fail. The Dark Powers prevent people from certainty about such things. ====Divination==== Any spell that peers into the future or interrogates deities or other remote beings for information may provide inaccurate results as per the Dark Powers' whim. ====Domain Borders & Spells==== Different domains--and some areas that act like domains--are treated mechanically as if they were different planes. That means certain effects like Find the Path do not work across them. ====Resurrection==== Any magic that brings back the dead has a 20% chance per time that character has been brought back of backfiring. The character does come back. With Reincarnation she even comes back in a new body. She just comes back as one of the living dead; possessed and hungering for the flesh of the living. For a PC this is "make a new character." ====Summoning==== It's difficult to escape Ravenloft. When summoning spells expire, the summoned creature does not automatically return to their home plane. Instead they remain trapped in Ravenloft and under their own control. Often this causes summoned creatures to panic; intelligent ones may also hold it against their summoner. Creatures summoned in this way truly die when killed. Furthermore, the Dark Powers will not allow any creature with the Good subtype to be summoned. Such attempts automatically fail. ====Taint & Spells==== Casting any spell with the Death or Evil descriptor is considered a tainted action and gives the caster a point of taint. Furthermore, any spell that would enchant or command another being to perform a tainted action, is considered a tainted action for the commander as well. ====Transient Planes==== Ravenloft, as a demiplane, does not truly touch the ethereal, astral or shadow planes as the Prime Material does. Nevertheless, Ravenloft does have a singular planar space similar to the transient planes. All spells that make use of any of the transient planes instead make use of this space. This plane, however, is not the same as normal transient planes. Characters in this planar space may not not cross domain borders, may not pass through physical objects and must remain on the ground (unless they also possess the ability to fly). This means that teleportation can only bring you places you could otherwise access without passing through physical objects, and effects like blink do not allow one to pass through walls or move upwards away from the ground. Additionally, the nondimensional spaces between the planes surrounding Ravenloft are inhabited by awful, incomprehensible gibbering ''things''. And traveling between the planes attracts their undue attention. Any time a character travels between different planar spaces, they arrive on the other end covered by unexplainable claw marks, bite marks and lashes. In addition to being disturbing, this inflicts 3d6 damage and leaves the character with the unnatural touch of 1 taint. For spells with an instantaneous duration (like teleport), this happens once upon traveling. For spells like an extended duration (like blink), the damage occurs once a round and the taint occurs once at casting. When passing only part of one's body through the planar fabric (such as when reaching into a Bag of Holding or Portable Hole) only 1d6 is inflicted, and no taint. Finally, extensive planar travel may attract the attention of the Dark Powers, who have the ability to interfere with its effects. Let the GM know when you use one of these effects. This boils down to a percentile roll. Spells, that draw material in from other planes function normally. Creatures remain trapped after the spell's expiration. Inert material dissolves away into mist. ====Weather==== Magic that controls the weather cannot affect or get rid of the mists. ===Critical Hit Deck=== We will be using the [http://paizo.com/gameMastery/accessories/v5748btpy7wv9 Paizo Critical Hit Deck] as a replacement for the normal critical hit rules. Whenever a character scores a critical hit, she draws a card from the top of the deck and looks at the section corresponding to the type of damage she is dealing (bludgeoning, cutting, piercing or magic). The effects indicated in that section are applied to the target. To handle weapons and effects normally giving a x3 or x4 critical hit, the character making the critical hit draws two or three cards, respectively, and takes her choice of which effect to apply to the target. Not all effects are equal.
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